Den of the Blood-Feather Clan
Beneath a shattered mountain, deep within cavernous depths lies the Den of the Blood-Feather Clan. This stronghold serves as both a lair for the fierce beastmen warriors and a breeding ground for their insatiable hunger for conquest. Shunned by all civilized folk, this brutal enclave is ruled by a warlord known as Gorruk Bloodfeather, who has united a savage host of orcs and gnolls. The den is a twisted monument to their violence and gluttony, filled with crude artifacts and the remnants of their latest conquests. Adventurers brave enough to enter must navigate through treachery and barbarism, encountering both monstrous creatures and the blood-soaked trophies of a dark culture.
Room Descriptions
Room 1: Entrance Hall
The darkened chamber smells of sweat and iron. Stone steps lead down to a wide expanse where crude totems made from bones and skulls line the walls, marking the territory of the Blood-Feather Clan. Above, a gaping hole in the ceiling reveals faint starry light—a mocking symbol of hope.
- Monsters/Traps: 2d4 Orc warriors patrol this area, closely watching for intruders.
- Treasure: An empty, bloodied chest stands in the corner, hinting at past victims but yielding nothing now.
Room 2: Barracks
This room is filled with filthy straw and discarded bones. The sounds of snoring and grunting echo, revealing the presence of 1d6 Goblins. Nearby, broken weapons litter the floor, and makeshift banners of tattered flesh hang against the walls.
- Monsters/Traps: 1d6 Goblins, half-awake and disgruntled.
- Treasure: A hidden oasis, containing a Potion of Beast Growth and a few coins buried under the straw.
Room 3: Ritual Chamber
Sacrificial altars of stone stained with dried blood fill this room. Flickering torches cast their light on desperate scratches—a prophecy of a warlord's rise.
- Monsters/Traps: A Bugbear Shaman hides in the shadows, waiting to unleash spells upon anyone who dares enter.
- Treasure: An ancient totem that grants +1 to Spell Saving Throws while held.
Room 4: Forge of Horrors
In this chamber, the clang of iron and the hiss of steam pierce the air. Salvaged armor and weapons are crudely crafted here, showcasing the fervor and ingenuity of the clan.
- Monsters/Traps: A Giant Rust Monster prowls the area, devouring weapons and armor carelessly left here.
- Treasure: A finely crafted Magical Warhammer (+1 to attack and damage) rests on an anvil, mistakenly left untouched.
Room 5: Treasure Vault
Piled high with plunder from raided trade caravans, this room shines not with gold but rather with the grotesque artifacts of their conquests.
- Monsters/Traps: 2d4 Gnolls, fiercely protective of their goods.
- Treasure: An array of stolen goods, including Elven soft leather, trade silks, and a hidden Map leading to another beastman lair.
Room 6: Great Hall
The echoes of laughter and battle rings through this large chamber. A massive wooden table, marred by countless feasts, sits at its center. Warlord Gorruk Bloodfeather holds court, surrounded by his champions.
- Monsters/Traps: Gorruk Bloodfeather and 2d4 elite Orc guards.
- Treasure: A Warlord's Banner, which grants allies within 30 feet a bonus to morale rolls.
Room 7: Guard Post
This cramped room is filled with crude furniture and stained tapestries. Guards are often shifting on their feet, eager to defend their domain.
- Monsters/Traps: 3d4 Orc scouts and a hidden tripwire trap that releases a barrage of darts.
- Treasure: A rusty box containing 20 GP and a Crude Magical Charm that grants one-time use of a Shield spell.
Room 8: Torture Chamber
Shackles hang from the walls with remnants of skin and blood. The remnants of past captives still linger, whispering tales of despair.
- Monsters/Traps: A Troglodyte torturer, driven mad with bloodlust.
- Treasure: A broken chain that, when repaired, can be wielded as a Chain of Pain, inflicting increased damage.
Room 9: War Beast Cage
Cages lined with filth and despair trap ferocious wolves. The growls and snarls of the beasts fill the air, stirring the nerves of even the most stalwart adventurer.
- Monsters/Traps: 3 Dire Wolves are kept here, hungry and eager to rend flesh.
- Treasure: The remnants of a former owner’s belongings: a Leather Pouch containing 15 GP and assorted trinkets.
Room 10: Entry to the Depths
A heavy door marks the entrance to darker depths, encircled by ancient, unknown runes. This is where the clan's darkest secrets lie.
- Monsters/Traps: A Mimic in the guise of a door prowls here, ready to snap at the unwary.
- Treasure: Ancient scrolls hinting at Dark Powers, which, when deciphered, can grant temporary access to powerful necromantic spells or summon dark spirits.
Conclusion
As the players emerge from the Den of the Blood-Feather Clan, they should encounter the aftermath of an inevitable shift in power dynamics—rival clans vying for dominance or news of an impending war fast approaching their homes. These elements can easily tie into larger campaigns, feeding back towards the rival factions keen on invading the clan's territory or fanning the flames of bloodshed across the region. Gorruk Bloodfeather could even escape, leading into an exciting chase or deeper quests revealing his broader ambitions and connections within the dark underbelly of the world.